#21548 posted by Joel B on 2023/11/21 19:58:36
You can't really make a swinging gate using unmodified Quake; your best bet is to develop for a mod like progs_dump, Alkaline, or Arcane Dimensions.
progs_dump would be the most straightforward to use if you haven't done much Quake mapping before, and it does add a bunch of rotation-related entities as you can see in its manual (there's a "Rotation Entities" section near the end). As well as a bunch of other tools and helpful things you may want.
There's a progs_dump thread with a download link and some discussion over here: https://www.celephais.net/board/view_thread.php?id=62207
If you're going to develop for a mod like progs_dump, then in general you'll need to figure out how to configure TrenchBroom to target that mod, how to launch Quake to run your mod, etc. I think the progs_dump manual has some good info about how to set things up, also there's an (older) video about that here: https://youtu.be/_zM2j7RWz2w?si=hbzzUEn0I7UzdRk6
BTW I know on reddit some folks suggested you hit up the Quake Mapping Discord for live help, and that's a good idea for when you run into problems/questions.
How To Set Default Values For Entities In TB?
#21549 posted by CV on 2023/11/22 10:11:25
Every time setting "func_detail" to new brush(es) I need to add a key "_phong" and set a value "1".
Is there any way to set it as default and newly assigned func_detail brush obtain this key automatically?
Thank you.
#21549
#21550 posted by gila on 2023/11/22 11:18:46
You need to edit the .FGD file
It Is Not Hard To Edit Text File
#21551 posted by CV on 2023/11/22 18:21:12
(I`m using ad_1_8.fgd by Sock) but need to know what exactly to do. There is no entities with predefined keys in it(?) that should be an example. There`s any tutorial for editing/creating entities definitions file?
#21551
#21552 posted by gila on 2023/11/23 12:22:28
Ah, I thought you were using one of the basic FGDs so you were missing the key entirely. Looking at ad_1_8.fgd, it has the following definition for func_detail:
//_____DETAIL_____
@SolidClass base(FuncLighting) = func_detail : "...
meaning that func_detail should take all the keys and values that are defined in FuncLighting group/class, which is defined earlier in the file:
//_____baseclass for BModel lighting options_____
@baseclass = FuncLighting [ ...
and this group/class has the following key defined, among many others:
_phong(choices) : "Phong Shading" : : "1 enables...
So with that .FGD, any func_detail brush should have tons of keys defined in FuncLighting appear in the Entity window in TB.
Or the issue is that you actually see the "_phong" key but it's a hassle to manually select "1 / Enabled" for every func_detail brush?
Then try setting a default value like so in FGD (added 1 (or try "1"), between two colons which have nothing between them in original file):
_phong(choices) : "Phong Shading" : 1 : "1 enables...
But it probably won't work the way you want - if I remember correctly TB won't include the key/value pair of an entity in the .MAP file unless it was manually set, I think. So it seems like these default values are there just for information.
@ Gila
#21553 posted by CV on 2023/11/24 11:01:44
Thank you for such a detailed answer! Really, ad_1_8.fgd by Dan Ellis & Bal & other has more keys already available in entities options window unlike Sock`s ad_1_8.def, wich I use. Editing .fgd does not give me the expected result so I probably just will use .fgd instead of .def
#21554 posted by anonymous user on 2024/01/01 00:04:09
cool
Minor Errors While Compiling
Hello!
When I compile my map, I get the following warnings:
WARNING: planetside.map[line 1566]: brush has multiple face contents (SOLID | MIRROR_INSIDE[false] vs WATER | MIRROR_INSIDE[false]), the former will be used.
WARNING: unable to find texture skip
WARNING: 62 sides not found (use -verbose to display)
I can play through my map without any issues, but are any of these warnings important? If so how would I go about fixing them?
#21556 posted by metlslime on 2024/01/10 18:21:02
multiple face contents usually means you have a brush where some faces are water and some are solid, (or any other mismatch like lava vs water, solid vs. slime, etc.)
the skip texture error probably means your WAD file doesn't have a skip texture.
third error is unfamiliar to me.
Ok, thank you for the help!
Legacy Format To Valve 220 In Trench.
#21558 posted by Hipshot on 2024/01/12 13:57:06
Sigh... I was asking this in the TrenchBroom Git, but either I got banned or that github section was disbaneded =)
But doesn't it work to copy from the legacy map format to valve 220?
Also... trenchbroom should really have the newer format as default.
#21559 posted by Joel B on 2024/01/12 16:11:08
I would be super surprised if anything like either of those things happened. Are you talking about some issue you created on GitHub?
FWIW, that sort of map-copying does work, and the newer format is the default.
#21560 posted by Hipshot on 2024/01/12 17:43:29
Haha, yea, that probably did not happen, just not sure why I get 404 when I want to go to that thread, I can't even get to the discussions page any more.
Yea, it was default, I was just in the generic game title. Could be default there too.
Clipping Through Tree Entities In Dusk Mapping
#21562 posted by zilpe on 2024/07/25 03:05:39
Hi, I'm trying to make a map for Dusk and some of the entities seem to be incorporeal. In particular many of the tree entities you can walk right through. Some of them are fine though. In testing it appears as though it has to do with the entity type rather than the individual entity (ie some kinds of trees you can walk through others you can't)
Any ideas what could be causing this?
BSP V96c Editor
Just a shout to any old timers out there: does anyone know if BSPv96c should run on Win11?
I just found all my old map files that I thought were lost forever and thought I might fire them up for a bit of a nostalgia trip.
Later Versions
#21564 posted by Preach on 2024/09/11 22:05:20
The patch notes on this webpage for 96c say "This has an important fix for Windows 98 users. 7/14/2007"
https://www.bspquakeeditor.com/downloads.php
Looks like there have been 14 more versions since then, with the most recent in 2022. I've not used it myself, but I'd give good odds that version would work on W11. And hopefully would be compatible with the old maps as well.
Thanks Preach
I didn't even think to look for updates; I just found the editor with the maps files on a HDD tucked away in an old shoe box. When I fired it up I got some obscure error messages that didn't mean anything to me.
I'll try the latest update and see how it goes.
Much obliged to you.
No Worries
#21566 posted by Preach on 2024/09/12 22:40:12
I feel you though, I still depend on Gmax and that got abandoned by AutoDesk 19 years ago. We're all in the business of keeping ancient software alive...
Glitch On Custom Map
I was making a map, and I had a couple of enforcers targeting a counter (with a count of 2,) and I had it teleport a nailgun onto the platform that the enforcers were on. I made sure that messages were on to make sure that the counter was working, and it was. I also added a trigger_relay, with another message, but after compiling with the new changes, it practically froze after I killed both of the enforcers and activated the trigger_counter, and then the trigger relay. I'm relatively new to mapping and have been following dumptruck_ds's tutorials in order to figure stuff out like teleporting entities, so I'm not very experienced. I can share the map file if needed.
Using A Mod
#21568 posted by Preach on 2024/10/17 20:43:42
Hi Clackl. Are you using regular Quake or some kind of mod? If a mod which one?
The reason I ask is that I don't think weapons can go through teleporters in regular Quake. You might have to fake the effect or do something visibly different. For example, you could have the nailgun on a plinth that lowers to the player's level when the enforcers die.
Necros' Compiling GUI Won't Run Map
#21569 posted by mynamedeez on 2024/10/21 02:38:28
I'm trying to compile my map and I'm running into these errors:
The system cannot find the file specified.
And In the console in quake it says this:
========= Quake Initialized =========
Add-on server status:
25 add-ons available for download
1 add-on already installed
execing quake.rc
execing default.cfg
execing ironwail.cfg
couldn't exec autoexec.cfg
Couldn't spawn server maps/mymap.bsp
3 demo(s) in loop
I've checked the file paths and Im positive that there aren't any spaces that would mess up the compiling. The .bsp and .map for the map is in id1\maps. I don't know what to do PLEASE HELP!!!!!
Paths
There are five places in NecrosGUI where you enter paths. Check all of them because this is a path error.
One other thing to check is if you have a info_player_start in the map but that would be a different error.
FIXED!!! THANK YOU!!!
#21571 posted by mynamedeez on 2024/10/21 22:23:19
It was a path error. When I had extracted zip file for ericw tools it extracted as a folder within a folder with so the path looked like this:
D:\quakedev\tools\ericw-tools-v0.18.1-win64\ericw-tools-v0.18.1-win64\bin
All I had to do was take the folder out of the folder and delete the extra folder so path looks like this:
D:\quakedev\tools\ericw-tools-v0.18.1-win64\bin
Thank you!!!!
Nice
I am glad you solved it. There are some good reasons to use the built-in compiler in TrenchBroom as well. It takes a bit of setup which you can read about more here:
https://github.com/4LT/tb-compile-guide/blob/main/README.md
I personally use q1compile https://github.com/glhrmfrts/q1compile/releases
video here:https://youtu.be/IAhoxXGLce8?si=zEhZvMMaJQns01sm
Lots of options but at least you have it working now necros' GUI is still great!
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